// Killer-e.c ,No greeting, 桃花岛功夫, 东门
inherit NPC;

void create()
{
        set_name("杀手", ({"killer"}));
        set("long",
        "这是一个身材高大的江湖人，两臂粗壮，膀阔腰圆，看起来似乎不怀好意。\n"
        );

        set("gender", "男性");
        set("attitude", "aggressive");
        set("class", "alchemist");

        set("age", 20+random(30));
        set("shen_type", 0);

        set("str", 25+random(10));
        set("dex", 25+random(10));
        set("int", 25+random(10));
        set("con", 25+random(10));

        set("qi", 1500);
        set("max_qi", 1500);
        set("jing", 1000);
        set("max_jing", 1000);
        set("neili", 1000);
        set("max_neili", 1000);
        set("jiaji", 50+random(100));

        set("combat_exp", 10000+random(100000));
        set("score", 1);

        set("startroom","/d/city/dongmen");

        set_skill("force", 20+random(80));
        set_skill("bibo-shengong", 20+random(80));
        set_skill("dodge", 20+random(60));
        set_skill("anying-fuxiang", 20+random(60));
        set_skill("unarmed", 20+random(100));
        set_skill("luoying-shenzhang", 20+random(120));
        set_skill("parry", 20+random(80));
        set_skill("sword", 20+random(100));
        set_skill("luoying-shenjian", 10+random(110));

        map_skill("force", "bibo-shengong");
        map_skill("dodge", "anying-fuxiang");
        map_skill("parry", "luoying-shenjian");
        map_skill("sword", "luoying-shenjian");
        map_skill("unarmed", "luoying-zhang");

        set("chat_chance", 20);
        set("chat_msg", ({
                "杀手说道: 这次看那些玩家们往哪儿跑。\n",
                "杀手说道: 杀! 杀! 杀!!!。\n",
                (: random_move :)
        }) );

        setup();

        carry_object("/d/city/obj/gangjian")->wield();
}

void init()
{
::init();
remove_call_out("greeting");
call_out("greeting", 1, this_player());
}

void greeting(object ob)
{
        object me, room1;
        me = this_object();
        room1 = environment(me);

//        if(ob->query_temp("hastrystab")==6) return;
        if( query("no_fight", room1) )
                set("no_fight", 0, room1);

        if (interactive(ob))
//        && !environment(ob)->query("no_fight"))
        {
                command("say 你这家伙不要跑，让大爷我宰了你！！！\n");
                me->set_leader(ob);
                remove_call_out("kill_ob");
                call_out("kill_ob", 1, ob); 
        }       

}
